7.2 Black Mage may have an easier time with these fights than 7.1 Black Mage, but 7.1 Black Mage would've had a much easier time than Red Mage or Scholar do right now. I don't think that anything this tier necessitated the changes made to Black Mage, especially when it already wasn't even the least mobile caster.
If more difficult means we are gutting unique playstyles and make all classes the same, then I am fine with easier encounters.
Yeah, when I like that they're trying something different with this tier, seeing that I get a full minutes of forced melee downtime as a RDM in M6S and M7S is very feelsbad. The last thing I want is for them to remove the melee restriction off of RDM's melee combo because I do like optimizing its use, but fights like these that just make it straight up impossible to get my combo out unless I or some other party members jump through hoops to let me get a few hits in feels really rough. Really wish they'd have considered they have a range who's entire burst resource spender relies on being able to hit the boss in melee range at least once every minute
It's the problem with the current mentality and community. People could adjust and help you burn your add faster, but they don't because "muh raid plan".Yeah, when I like that they're trying something different with this tier, seeing that I get a full minutes of forced melee downtime as a RDM in M6S and M7S is very feelsbad. The last thing I want is for them to remove the melee restriction off of RDM's melee combo because I do like optimizing its use, but fights like these that just make it straight up impossible to get my combo out unless I or some other party members jump through hoops to let me get a few hits in feels really rough. Really wish they'd have considered they have a range who's entire burst resource spender relies on being able to hit the boss in melee range at least once every minute
Back in O7S people actually did this too to help MCH and SMN because they were not jobs able to clear their add on their own during their filler phases, at least at MIL, so you had the tanks to come and help once they were done with their stuff. It's no different from some creative uses of rescue on tanks for Hello World in O12S, or some BLM friendly adjusted strats that emerged even post SHB. Before EW became a thing, we also had melee uptime friendly adjustments that usually came out later after early prog.
Call me nuts but that's what I liked with the older battle content, it promoted team play and thinking, and not just mindless raidplan vomit.
Take this with a pinch of salt since i'm now retired and haven't played through M6S myself though. I'm just saying, perhaps before shooting down the only savage design so far that stands out in 7.2, maybe it's a community problem that the devs have had a big hand in forging over the past expansions with their lack of creativity and macdonaldization all across the board.
Last edited by Valence; 04-05-2025 at 07:01 PM.
Oh my issue is less with the downtime during the addphase cause those moments can be navigated. But at the very end of M6S, the boss turns the rivers into lava and burns the bridges between the 3 islands. The 4 melees stay together on one island, but the range have to go out to the other 2 islands. Depending on the pattern of the 2nd towers spawn, a RDM can be left on an island away from the boss for up to 1min.It's the problem with the current mentality and community. People could adjust and help you burn your add faster, but they don't because "muh raid plan".
Back in O7S people actually did this too to help MCH and SMN because they were not jobs able to clear their add on their own during their filler phases, at least at MIL, so you had the tanks to come and help once they were done with their stuff. It's no different from some creative uses of rescue on tanks for Hello World in O12S, or some BLM friendly adjusted strats that emerged even post SHB. Before EW became a thing, we also had melee uptime friendly adjustments that usually came out later after early prog.
Call me nuts but that's what I liked with the older battle content, it promoted team play and thinking, and not just mindless raidplan vomit.
Take this with a pinch of salt since i'm now retired and haven't played through M6S myself though. I'm just saying, perhaps before shooting down the only savage design so far that stands out in 7.2, maybe it's a community problem that the devs have had a big hand in forging over the past expansions with their lack of creativity and macdonaldization all across the board.
M7S is less of an issue because while I am tethered away from the boss, the tether can be passed around and I've already started talking with my static about ways we can tackle that tether so that I still get melee access if/when needed. But I'll probably avoid PFing M7S as a RDM because I doubt PF rando will jump through hoops to help me unless the guide makers straight up account for if the RDM is the lone caster.
But I do agree that I like that they're trying to make fights with more room for non standard, situation specific strats. M5S is maybe the one I have the most gripes for cause it feels way too fast paced as a caster. I'm more stressed doing Arcadey than I am in a lot of ultimates.
M5S is also an exercise in my favorite mantra of modern FFXIV: "Tested at 0 ping." A friend of mine in australia has done the fight at 4ms, 200ms, and 300ms, and claims it's a completely different fight between 4 and 200. I was trying to clear earlier and had someone complain about a mere 60ms ping in the fight, implying their ping fluctuated and they could really easily tell the difference. The fight is simply proof the devs don't actually test the fights in any condition other than a direct connection to the server from their office. If they simulate ping, it doesn't even begin to replicate the real world.But I do agree that I like that they're trying to make fights with more room for non standard, situation specific strats. M5S is maybe the one I have the most gripes for cause it feels way too fast paced as a caster. I'm more stressed doing Arcadey than I am in a lot of ultimates.
It's easily one of the worst designed fights in the game since gordias. The problem is some players think it's great, completely ignoring the ping, pace, and multitasking nightmare it is. I also think that entire fight is basically an ultimate unto itself. Even DSR feels easy in comparison to the nightmare of BS thrown at the player. And DSR was already a giant middle finger to casters, especially black mage. Doubly so with ping.
On arcady specifically, I love having to try to find a 1 yalm triangle that's an identical color to the giant flashbanging donut. It doesn't quite hurt my eyes, but it does make my eyes glaze over as the color blurs into everything. And even a single mistake by a couple people is enough to sink a run. Doubly so when you fail the entire arcady section and don't get a perfect groove because your randomly assigned partner messed up. That buff is vital, and the mechanic is cruel. It's bad enough I'm considering just taking a break from the tier or unsubscribing, because it feels like it was designed by sadists, for masochists.
I much rather have easier encounters then boring job design.
Job design EFFECTS all encounters, they give life to the game something of a identity even.
Encounter's while fun that fun doesn't always last and it gets outdated, with jobs those jobs reflect into all types of content even making stuff like boring dungeons more fun, but it introduces 21 different ways to play the game, currently taking a different job doesn't really offer any gameplay difference which makes encounters boring quicker and likely why people complain theirs nothing to do so fastly.
Classes should be what makes those encounters in part hard, so I agree we need to lower encounters but put that towards job design so like healers actually have to manage healing, playing DPS well is difficult but noticeable and rewarding ect.
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